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Old 08-22-2001, 08:44 AM   #1
Warlock
Dungeon Master
 

Join Date: August 13, 2001
Location: Perth, WA, Australia
Posts: 56
Hi everyone

I have been looking through the script code for spells and I noticed that DC is lacking in 'spell status' variables.

The variables that I would propose to be added would be the following;

10=poisoned
11=hasted
12=slowed
13=feebleminded
14=blinded
15=diseased
16=disintegrated
17=charmed
18=cursed

I was wondering whether it would be best to put them under the 'Status Values' or to create another set of variables entitle 'Spell Status Values' and start the numbers from 1 to n.... and allowing for more to be added in as needed.

Also, looking at the possible script coding has made me wonder whether some of the spells from the original Gold Box games will be able to be made up as well as I think the scripting will not allow for the way some of the spells work in the Gold box games.

I don't want to turn anyone off trying to code the new spells into DC but I thought that it would be a good idea to test the Gold box game spells out and see how they work and under what conditions (a long process no doubt) and then try to duplicate that same spell in DC.

As I am not an expert with the scripting and spells areas other people may have different opinions on this matter.

Cheers

Warlock
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Old 08-22-2001, 09:50 AM   #2
Ziroc
Guest
 

Posts: n/a
Quote:
Originally posted by Warlock:
Hi everyone

I have been looking through the script code for spells and I noticed that DC is lacking in 'spell status' variables.

The variables that I would propose to be added would be the following;

10=poisoned
11=hasted
12=slowed
13=feebleminded
14=blinded
15=diseased
16=disintegrated
17=charmed
18=cursed

I was wondering whether it would be best to put them under the 'Status Values' or to create another set of variables entitle 'Spell Status Values' and start the numbers from 1 to n.... and allowing for more to be added in as needed.

Also, looking at the possible script coding has made me wonder whether some of the spells from the original Gold Box games will be able to be made up as well as I think the scripting will not allow for the way some of the spells work in the Gold box games.

I don't want to turn anyone off trying to code the new spells into DC but I thought that it would be a good idea to test the Gold box game spells out and see how they work and under what conditions (a long process no doubt) and then try to duplicate that same spell in DC.

As I am not an expert with the scripting and spells areas other people may have different opinions on this matter.

Cheers

Warlock
Well, you've seen what Richard and others have made so far, and I have no doubt they will figure out a way.. I mean... look how FAR this has come, and it's not even a team of 30 people making it, just a few.. It's amazing!



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Old 08-26-2001, 12:04 PM   #3
CocoaSpud
Zhentarim Guard
 

Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
Initially I was hoping to avoid special cases with the magic code. Things like

if char is blind
else if char is poisoned
else blah, blah

I agree that the current spell scripting doesn't cover everything. I was hoping someone would do as you suggest and try converting the UA Gold Box spells, then let me know which ones can't be done. The spell code will be updated quite a bit as we figure out what it can't do.

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CocoaSpud
Dungeon Craft Development Team
http://uaf.sourceforge.net
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